Pass of Thaldor (Inactive)

Game Master OberonViking

The village of Cedarwood is isolated and unprotected. People have gone missing. What is happening on the Pass of Thaldor?

NOTE: the Campaign Info tab contains all the info relevant to the current encounter.


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Will saves:

Shaman 1d20 + 8 ⇒ (19) + 8 = 27
Breastplate (Shaman) 1d20 + 7 ⇒ (7) + 7 = 14 
Breastplate (Bridge) 1d20 + 7 ⇒ (6) + 7 = 13 
Heavy 1d20 + 2 ⇒ (6) + 2 = 8 
Vigil Soldiers 1d20 + 6 ⇒ (3) + 6 = 9 
Vigil Soldiers 1d20 + 6 ⇒ (16) + 6 = 22 
Vigil Soldiers 1d20 + 6 ⇒ (3) + 6 = 9 
Vigil Soldiers 1d20 + 6 ⇒ (14) + 6 = 20 
Crimson Robed Fanatics 1d20 ⇒ 13 
Crimson Robed Fanatics 1d20 ⇒ 1 
Crimson Robed Fanatics 1d20 ⇒ 4 
Crimson Robed Fanatics 1d20 ⇒ 10
Crimson Robed Fanatics 1d20 ⇒ 5 
Crimson Robed Fanatics 1d20 ⇒ 1 
Crimson Robed Fanatics 1d20 ⇒ 3 
Crimson Robed Fanatics 1d20 ⇒ 6
Crimson Robed Fanatics 1d20 ⇒ 6 
Crimson Robed Fanatics 1d20 ⇒ 1 
Crimson Robed Fanatics 1d20 ⇒ 1 
Crimson Robed Fanatics 1d20 ⇒ 20
Kobolds 1d20 ⇒ 19 
Kobolds 1d20 ⇒ 19 
Kobolds 1d20 ⇒ 7 
Kobolds 1d20 ⇒ 17 
Kobolds 1d20 ⇒ 19 
Kobolds 1d20 ⇒ 11 
Kobolds 1d20 ⇒ 17 
Kobolds 1d20 ⇒ 18 
Kobolds 1d20 ⇒ 14 
Kobolds 1d20 ⇒ 19 
Kobolds 1d20 ⇒ 1 
Kobolds 1d20 ⇒ 6 
Kobolds 1d20 ⇒ 16 
Kobolds 1d20 ⇒ 2 
Kobolds 1d20 ⇒ 9 
Kobolds 1d20 ⇒ 9 
Kobolds 1d20 ⇒ 12 
Kobolds 1d20 ⇒ 20 
Kobolds 1d20 ⇒ 3 
Kobolds 1d20 ⇒ 19 
Kobolds 1d20 ⇒ 9 
Kobolds 1d20 ⇒ 12 
Kobolds 1d20 ⇒ 13 
Kobolds 1d20 ⇒ 3 
Kobolds 1d20 ⇒ 17 
Kobolds 1d20 ⇒ 11 
Kobolds 1d20 ⇒ 1 
Kobolds 1d20 ⇒ 11 
Kobolds 1d20 ⇒ 14 
Kobolds 1d20 ⇒ 16 
Kobolds 1d20 ⇒ 3 
Kobolds 1d20 ⇒ 13 
Kobolds 1d20 ⇒ 9 
Kobolds 1d20 ⇒ 6 
Kobolds 1d20 ⇒ 6 
Kobolds 1d20 ⇒ 3 
Kobolds 1d20 ⇒ 3 
Kobolds 1d20 ⇒ 18 
Kobolds 1d20 ⇒ 7 
Kobolds 1d20 ⇒ 3 
Kobolds 1d20 ⇒ 20 
Kobolds 1d20 ⇒ 18 
Kobolds 1d20 ⇒ 4 
Kobolds 1d20 ⇒ 15 
Kobolds 1d20 ⇒ 4 
Kobolds 1d20 ⇒ 16 
Kobolds 1d20 ⇒ 17 
Kobolds 1d20 ⇒ 17 


Results:

Will saves rolled

Shaman 1d20 + 8 ⇒ (19) + 8 = 27 
Breastplate (Shaman) 1d20 + 7 ⇒ (7) + 7 = 14  SLEEPING 
Breastplate (Bridge) 1d20 + 7 ⇒ (6) + 7 = 13  SLEEPING 
Heavy 1d20 + 2 ⇒ (6) + 2 = 8  SLEEPING 
Vigil Soldiers 1d20 + 6 ⇒ (3) + 6 = 9  SLEEPING 
Vigil Soldiers 1d20 + 6 ⇒ (16) + 6 = 22  
Vigil Soldiers 1d20 + 6 ⇒ (3) + 6 = 9  SLEEPING 
Vigil Soldiers 1d20 + 6 ⇒ (14) + 6 = 20  
Crimson Robed Fanatics 1d20 ⇒ 13  SLEEPING 
Crimson Robed Fanatics 1d20 ⇒ 1  SLEEPING 
Crimson Robed Fanatics 1d20 ⇒ 4  SLEEPING 
Crimson Robed Fanatics 1d20 ⇒ 10 SLEEPING 
Crimson Robed Fanatics 1d20 ⇒ 5  SLEEPING 
Crimson Robed Fanatics 1d20 ⇒ 1  SLEEPING 
Crimson Robed Fanatics 1d20 ⇒ 3  SLEEPING 
Crimson Robed Fanatics 1d20 ⇒ 6 SLEEPING 
Crimson Robed Fanatics 1d20 ⇒ 6  SLEEPING 
Crimson Robed Fanatics 1d20 ⇒ 1  SLEEPING 
Crimson Robed Fanatics 1d20 ⇒ 1  SLEEPING 
Crimson Robed Fanatics 1d20 ⇒ 20 
Kobolds 1d20 ⇒ 19  
Kobolds 1d20 ⇒ 19  
Kobolds 1d20 ⇒ 7  SLEEPING 
Kobolds 1d20 ⇒ 17  SLEEPING 
Kobolds 1d20 ⇒ 19  
Kobolds 1d20 ⇒ 11  SLEEPING 
Kobolds 1d20 ⇒ 17  SLEEPING 
Kobolds 1d20 ⇒ 18  
Kobolds 1d20 ⇒ 14  SLEEPING 
Kobolds 1d20 ⇒ 19  
Kobolds 1d20 ⇒ 1  SLEEPING 
Kobolds 1d20 ⇒ 6  SLEEPING 
Kobolds 1d20 ⇒ 16  SLEEPING 
Kobolds 1d20 ⇒ 2  SLEEPING 
Kobolds 1d20 ⇒ 9  SLEEPING 
Kobolds 1d20 ⇒ 9  SLEEPING 
Kobolds 1d20 ⇒ 12  SLEEPING 
Kobolds 1d20 ⇒ 20  
Kobolds 1d20 ⇒ 3  SLEEPING 
Kobolds 1d20 ⇒ 19  
Kobolds 1d20 ⇒ 9  SLEEPING 
Kobolds 1d20 ⇒ 12  SLEEPING 
Kobolds 1d20 ⇒ 13  SLEEPING 
Kobolds 1d20 ⇒ 3  SLEEPING 
Kobolds 1d20 ⇒ 17  SLEEPING 
Kobolds 1d20 ⇒ 11  SLEEPING 
Kobolds 1d20 ⇒ 1  SLEEPING 
Kobolds 1d20 ⇒ 11  SLEEPING 
Kobolds 1d20 ⇒ 14  SLEEPING 
Kobolds 1d20 ⇒ 16  SLEEPING 
Kobolds 1d20 ⇒ 3  SLEEPING 
Kobolds 1d20 ⇒ 13  SLEEPING 
Kobolds 1d20 ⇒ 9  SLEEPING 
Kobolds 1d20 ⇒ 6  SLEEPING 
Kobolds 1d20 ⇒ 6  SLEEPING 
Kobolds 1d20 ⇒ 3  SLEEPING 
Kobolds 1d20 ⇒ 3  SLEEPING 
Kobolds 1d20 ⇒ 18  SLEEPING 
Kobolds 1d20 ⇒ 7  SLEEPING 
Kobolds 1d20 ⇒ 3  SLEEPING 
Kobolds 1d20 ⇒ 20  
Kobolds 1d20 ⇒ 18  SLEEPING 
Kobolds 1d20 ⇒ 4  SLEEPING 
Kobolds 1d20 ⇒ 15  SLEEPING 
Kobolds 1d20 ⇒ 4  SLEEPING 
Kobolds 1d20 ⇒ 16  SLEEPING 
Kobolds 1d20 ⇒ 17  SLEEPING 
Kobolds 1d20 ⇒ 17  SLEEPING 

Still standing:

Both drummers
The Shaman
Two Vigil Soldier
One Robed Fanatic
Eight Kobolds

1d20 + 6 ⇒ (17) + 6 = 23


Surprise Round actions
Conner moves up to the corner with his scroll. He casts it successfully and a tall Satyr wearing a bowler hat and vest appears with a soft POP. Conner tells him to move up to the kobolds and use his pipes to put them all to sleep.
Fearing the effects of this sort of spell (Will save based), Jobo plugs his ears.
Grobnar quaffs a potion and begins another inspiring song. Is this a Bardic Performance?
Lorelei casts Enlarge Dwarf from the wand (requires two charges - kidding).
The whole party moves up to the corner behind Conner.

The Satyr moves ahead with his pipes to his lips. A haunting melody flows from him, masterfully played so that it seems as though he had two or three pipers playing together, with the gentle click of his hooves adding a steady beat. Even Grobnar is impressed. This catches the attention of all the kobolds, to their detriment. They fall slowly like snowflakes, drifting silently to the ground, as the Sleep from the Satyr's pipes overtakes them. Only 14 of them are still awake. The shaman looks at those few left standing, and she looks shocked by the outcome - clearly this was not in her plans.
Still standing:
Both drummers
The Shaman
Two Vigil Soldier
One Robed Fanatic
Eight Kobolds

Sense Motive DC 23:

The elaborate ritual performed by the Shaman is a sham - it is well practiced, perhaps a ritual often performed, but this today is just for show. However, it seems that the crowd of kobolds believe it to be real.

Round 1
Let's Play!
Initiative Order:
Grobnar 24 <--------
Heavy 1d20 ⇒ 18  SLEEPING
Drummer left 1d20 ⇒ 18  
Drakr 17
Lorelei 15

Breastplate (Shaman) 1d20 ⇒ 15  SLEEPING
Vigil Soldiers 1d20 ⇒ 13  
Kobolds 1d20 ⇒ 10  
Jobo 9
Breastplate (Bridge) 1d20 ⇒ 8  SLEEPING
Crimson Robed Fanatics 1d20 ⇒ 7  
Conner 3
Shaman 1d20 ⇒ 1  
Drummer right 1d20 ⇒ 1

Grand Lodge

Bardic performance Inspire courage

Grobnar moves to M 29 continuing his song during his move he pulls out his shortbow and fires at the nearest group of kobolds aiming at one of the ones now sleeping soundly on the ground.

Hit:1d20 + 9 ⇒ (1) + 9 = 10
Dam:1d4 + 1 ⇒ (4) + 1 = 5


Male Human Barbarian 3

Jobo will rush to O19 for a move - move with the ranseur in hand unless something makes this dangerous. The plan to enlarge him will take too long.

"Lorelei, can't just let sleeping kobolds lie, you got to smash them."


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Since her remaining spells are short-ranged, Lorelei will double move and end up at O22.

"Smashing isn't really my style, but I'm sure I can manage something."


Don't forget to add Grobnar's +1 to Attack and Damage rolls.

Grobnar's moves up, singing his little heart out to embiggen your spirit. Jobs rushes ahead, daring the kobolds to move. EDIT: His bolt seems to snag in the clothing of a kobold, but there is no satisfaction from a blood spray, cry of pain, or even flinching from the sleep kobold A near miss to the helpless though prone kobold.

The Shaman's Heavy snores loudly - his snout has been broken several times so far.
The drummer in the left wing begins a drumroll - tatatatatatatatatatatatatatatatatatatatatata - slowly building in volume, his eyes set fiercely in the direction of Grobnar, Jobo and the Satyr.

I'm working on the map at the moment - I'll have individuals placed who are still standing soon.
Drakr, you are up, though you previously said you wanted to delay. I think that was waiting for the Summoning and the Embiggening.
.
Initiative Order:
Grobnar 24
Heavy 1d20 ⇒ 18  SLEEPING
Drummer left 1d20 ⇒ 18  
Drakr 17 <---------
Lorelei 15
Breastplate (Shaman) 1d20 ⇒ 15  SLEEPING
Vigil Soldiers 1d20 ⇒ 13  
Kobolds 1d20 ⇒ 10  
Jobo 9
Breastplate (Bridge) 1d20 ⇒ 8  SLEEPING
Crimson Robed Fanatics 1d20 ⇒ 7  
Conner 3
Shaman 1d20 ⇒ 1  
Drummer right 1d20 ⇒ 1


Lorelei also moves up, blue arcane energies sparking between her fingers.

< THE MAP >


Lorelei: you recognize the idol as an Aspect of Norberger - The Gambler. He is seated on the floor with dice held within his fist, and a calm look upon his face. He is eager to play, but trying to not look overconfident.


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

HP:31/33 AC:23Drakr makes a double move to close some ground. Axe and Shield at the ready.

Doesnt the enlarge spell have a range of 25ft +5 per level? Not that I'm saying Lorelei should make us big but she doesn't need to be right next to us to do it.


Male Human Druid 3
Drakr wrote:
Doesnt the enlarge spell have a range of 25ft +5 per level? Not that I'm saying Lorelei should make us big but she doesn't need to be right next to us to do it.

Since the wand is 1st level, it's a range of 25 feet.


Much to the shaman's chargrin, the kobold in breastplate beside her is asleep, sharing the same dream of a tranquil wood with her Heavy on her other side.

The two Soldiers of Vigil remain stock still though their comrades have also succumbed to the slumber.

Of the eight remaining kobolds four of them face the intruders, quickly retrieving spears from the ground near them. They yell commands at their brethren nearby.
The other four look quite fearful, two bend to awaken kobolds at their feet. The other two flee - one past Lorelei, the other heading south-west towards the wings.
K13 flees past Lorelei, provoking an AoO, screaming in a shrill, high voice.
K14 and K3 move to attack Satyr though with picking up the weapon they have run out of actions.
K11 and K12 both attack the satyr.
1d20 + 5 ⇒ (6) + 5 = 11
1d6 + 3 ⇒ (3) + 3 = 6

1d20 + 5 ⇒ (11) + 5 = 16
1d6 + 3 ⇒ (6) + 3 = 9

K1 and K6 awaken the two beside them - K2 and K5 will join the frey on their turn. For the moment these two are still prone.

I included Jobo's action earlier, though it is only just now that his turn comes up in the initiative.
Jobo rushes up to wreak carnage upon the bodies of the kobolds.
You may want to refine your action a little now that it is your turn.

The one Crimson Robed Fanatic who remained away scoops up his bow and an arrow from his feet, and launches the arrow at the Satyr.
1d20 + 6 ⇒ (13) + 6 = 19
1d6 ⇒ 3

That brings it to Conner's and the Satyr's turn.
Please post current hit points and AC with each post during combat.


Male Human Barbarian 3

Jobo ministats:
AC=17; HP=35/46; rage 4/10;
FORT=+6 REF=+2 WILL=+2 CMD=19

I moved Jobo one back and one left on map. Don't want to close yet.


Jobo wrote:

** spoiler omitted **

I moved Jobo one back and one left on map. Don't want to close yet.

That's what I was thinking.


Male Human Druid 3

"Deal with the drummer," Conner calls to the Satyr. The fey takes a 5-foot step to the side and takes a full-round action to cast sleep on the right drummer. Will DC 15 negates.

Conner quickly moves up to catch up with the others , taking a double move to catch up with everyone else.


Conner rushes forward, asking Mr Bowler to put the drummer on the right to sleep.

The left drummer frowns deeply with concentration and his drum-roll becomes a dynamic cacophony of percussion.
The satyr using pipes has triggered his ready action: Countersong. 
He is drumming furiously to protect his Master from the wicked, furry-thing's pipes. Fortunately the Sleep spell has been directed at the drummer instead. 
1d20 + 2 ⇒ (9) + 2 = 11 Fail!

He falls to sleep, slumped aver his drums.

More to come soon.


Male Human Barbarian 3

Jobo would normally howl and warcry, but he is savvy enough to let sleeping kobolds lie.


The shaman casts a spell, and suddenly there are 1d4 + 2 ⇒ (4) + 2 = 6 more images of him, mixing and blending and moving around her. She is cursing and yelling and dancing about in frustration but it requires a Standard action to wake her comrades.

Initiative Order: 
Grobnar 24 <----------------
Heavy 1d20 ⇒ 18  SLEEPING 
Drummer left 1d20 ⇒ 18   
Drakr 17 
Lorelei 15 
Breastplate (Shaman) 1d20 ⇒ 15  SLEEPING 
Vigil Soldiers 1d20 ⇒ 13   
Kobolds 1d20 ⇒ 10   
Jobo 9 
Breastplate (Bridge) 1d20 ⇒ 8  SLEEPING 
Crimson Robed Fanatics 1d20 ⇒ 7   
Conner 3 
Shaman 1d20 ⇒ 1   
Drummer right 1d20 ⇒ 1 SLEEPING

Grand Lodge

Grobanr steps back to L20 continuing his valorous song over and over at the top of his lungs. He ready s another shot and fires at the nearest sleeping kobold. (K8?)

1d20 + 9 ⇒ (8) + 9 = 17
1d4 + 1 ⇒ (2) + 1 = 3


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

HP: 31/33, AC: 21

Drakr Swings his axe in a disembowling motion at the kobold next to him K13

Atk:1d20 + 8 ⇒ (8) + 8 = 16, Dmg: 1d10 + 6 ⇒ (5) + 6 = 11

Finally! The little buggers are running at me!

If the Kobold falls Drakr will move forward to p23. If not he stays where he is.


Grobnar puts a bolt into a nearby kobold, not killing it - waking it with a serious wound.
k9 is now awake, though still prone and wounded.

The Shaman's personal Heavy still slumbers.

The Drummer on the left takes action to help his friends, and bang his drums as hard and as loud and as furiously as possible.

GM ruling:

There are no direct rules for this. The Sleep spell says that normal sounds do not wake a creature under the spells effects. Given that the spell was cast whilst drumming was normal I'm making up this rule for this situation only.

All sleeping creatures have a 50% chance to wake up whilst this drummer is drumming.

I may modify if there is reason to change it, but intend to play it as this as much as possible.

Drakr shows his skills at dismembering enemies as a fleeing kobold attempts to pass him. The dwarf casually swing entrails from his axe and moves ahead to P23.

Initiative Order: 
Grobnar 24
Heavy 1d20 ⇒ 18  SLEEPING 
Drummer left 1d20 ⇒ 18   
Drakr 17 
Lorelei 15  <-----------------------
Breastplate (Shaman) 1d20 ⇒ 15  SLEEPING 
Vigil Soldiers 1d20 ⇒ 13   
Kobolds 1d20 ⇒ 10   
Jobo 9 
Breastplate (Bridge) 1d20 ⇒ 8  SLEEPING 
Crimson Robed Fanatics 1d20 ⇒ 7   
Conner 3 
Shaman 1d20 ⇒ 1   
Drummer right 1d20 ⇒ 1 SLEEPING


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

AC: 13, HP: 10

Lorelei moves up to P17 and attempt to fire her crossbow at the drummer that is still awake and drumming.

attack 1d20 + 5 ⇒ (9) + 5 = 14
damage 1d8 ⇒ 5


Lorelei sends a bolt at the drummer, though the shot is a little high and he doesn’t break his rhythm.
I put you at Q18 instead, so that the shooting of the crossbow does not provoke an Attack of Opportunity.

Wake Up!:

Breastplate
1d100 ⇒ 70 AWAKE!
.
Vigil Soldiers
1d100 ⇒ 61 AWAKE!
1d100 ⇒ 80 AWAKE!
.
Kobolds
1d100 ⇒ 93 AWAKE!
1d100 ⇒ 46
1d100 ⇒ 60 AWAKE!
1d100 ⇒ 51 AWAKE!
1d100 ⇒ 77 AWAKE!

1d100 ⇒ 95 AWAKE!
1d100 ⇒ 77 AWAKE!
1d100 ⇒ 23
1d100 ⇒ 87 AWAKE!
1d100 ⇒ 92 AWAKE!

1d100 ⇒ 81 AWAKE!
1d100 ⇒ 49
1d100 ⇒ 13
1d100 ⇒ 61 AWAKE!
1d100 ⇒ 42

1d100 ⇒ 74 AWAKE!
1d100 ⇒ 70 AWAKE!
1d100 ⇒ 84 AWAKE!
1d100 ⇒ 30
1d100 ⇒ 49

1d100 ⇒ 77 AWAKE!
1d100 ⇒ 50 AWAKE!
1d100 ⇒ 64 AWAKE!
1d100 ⇒ 96 AWAKE!
1d100 ⇒ 11

1d100 ⇒ 71 AWAKE!
1d100 ⇒ 47
1d100 ⇒ 79 AWAKE!
1d100 ⇒ 10
1d100 ⇒ 16

1d100 ⇒ 45
1d100 ⇒ 7
1d100 ⇒ 86 AWAKE!
1d100 ⇒ 39
1d100 ⇒ 29

1d100 ⇒ 95 AWAKE!
1d100 ⇒ 88 AWAKE!
1d100 ⇒ 61 AWAKE!

Results = Now awake, starting prone:
The guy in Breastplate next to the Shaman.
The other two Soldiers of Vigil are waking.
23 kobolds in the large group, nearest the PCs, wake up.

The kobold in breastplate beside the shaman stands, getting quickly to his feet. He looks at the invaders attacking his people and begins to cast a spell, pointing at Drakr.
Drakr, you feel an overwhelming compulsion to stay still, to freeze in place (as per Hold Person). Make a Will Save DC 16.

The sleeping two Soldiers of Vigil eerily stand up in unison and join the exact same pose as their comrades.

23 kobolds awaken, and 12 of these flee. In their panic they ran past, and almost into the PCs. Their eyes reveal that they are petrified. Some of these are butchered by Jobo and Drakr and the Satyr, and are no further significance.

The other 11 stand, scooping up a spear or similar weapon from the ground near them as they do.
I’ve pushed the kobolds forward a little for the convenience of the map. Consider it to be a 5’ step as they stand, though I don’t think you are normally allowed to do that. I don’t think that there is any great advantage to them in doing that, as they have run out of actions as it is – it is just convenience for the map.
I lost track of which ones provoked AoOs. It is something like this:

The Satyr can make AoO’s against kobolds 20, 9, 19.
Jobo can make AoO’s against kobolds 19 and 14.
Grobnar and Lorelei could also if they held melee weapons.

Lorelei can make a free 5’ step (GM bonus) to make up for the kobold waking up adjacent to her, where the map suggested that they wouldn’t.

< The Map >


Male Human Barbarian 3

AoO for Jobo. Then he will move left 2 and cleave the ones in front k20 and k21.
AoO/ATT1/ATT2 1d20 + 10 ⇒ (11) + 10 = 211d20 + 10 ⇒ (10) + 10 = 201d20 + 10 ⇒ (16) + 10 = 26
Only problem with moving kobolds forward is my plan to threaten the sleeping soldier on the bridge is now not possible.
"Please put kobolds asleep, at this rate it will take 2 minutes to get to the bridges."


Jobo slashed the two kobolds to shreds. The barely recognisable remains form a bleeding puddle beside the satyr.

More from the Breastplate on the Bridge and the Crimson Robed Fanatics in an hour or so.
.
Jobo, are you raging?


Wake Up!:

Breastplate on bridge
1d100 ⇒ 24

Crimson Robed Fanatics
1d100 ⇒ 45
1d100 ⇒ 79 AWAKE!
1d100 ⇒ 9
1d100 ⇒ 24
1d100 ⇒ 42

1d100 ⇒ 67AWAKE!
1d100 ⇒ 31
1d100 ⇒ 63AWAKE!
1d100 ⇒ 45
1d100 ⇒ 20
Dice didn't like me this time.

Results = Now awake, starting prone.
3 Crimson Robed Fanatics.
The Breastplated kobold on the bridge sleeps.

Three of the Crimson Robed Fanatics climb to their feet, and begin to kick and shake and yell at their comrades. By the end of their turn, 8 of the twelve are awake - four are standing, four are prone.

Conner's turn.


Male Human Barbarian 3

"Conner, sleep those guys in front of me."
Jobo isn't raging for kobolds.


Male Human Druid 3

"Don't attack the women and children! Make them run away!" Conner bellows at Mr. Bowlder as he sees others swinging at the mass of frightened kobolds fleeing the room.

The druid runs forward to M20, calling upon nature to twist the weather to protect his allies and perhaps save a few lives. A Fog Cloud appears on the far side of the room, centered on N9.

The satyr takes a five-foot step and casts Fear in front of himself.

Will save DC 18
Casting check by Satyr if damaged DC 10+4+damage done 1d20 + 12 ⇒ (1) + 12 = 13
Second check if needed 1d20 + 12 ⇒ (7) + 12 = 19
Damage must get through DR 5/Cold Iron to force a check

Fear spell

Fog Cloud


DR5/Cold Iron? Where does that come from?


Fear Saves DC 18:

13 kobolds.
1d20 ⇒ 19
1d20 ⇒ 2
1d20 ⇒ 16
1d20 ⇒ 10
1d20 ⇒ 5

1d20 ⇒ 8
1d20 ⇒ 14
1d20 ⇒ 20
1d20 ⇒ 18
1d20 ⇒ 2

1d20 ⇒ 12
1d20 ⇒ 14
1d20 ⇒ 19

Two kobolds make AoO's against Mr Bowler.
1d20 + 5 ⇒ (11) + 5 = 16
1d20 + 5 ⇒ (11) + 5 = 16 both miss.

Only 4 of the kobolds affected do not flee in the face of Fear. They drop their spears and stumble and shove their way over the bridge to disappear into the fog created by Conner.

The Shaman casts another spell, though it is now difficult to tell what that is.

Perception DC 22 and Spellcraft DC 18:
She cast Fly.

Drummer on the right, wake up: 1d100 ⇒ 45
He continues to sleep on his drums.

Grobnar's turn.


Perception DC 14:

There is some confusion and chaos as some of the fleeing kobolds try to move behind the tapestries hanging in the wings, around I23 and S23. The problem comes from some new kobolds trying to enter the temple whilst some are fleeing through the same doors concealed by the tapestries.


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Lorelei will take the free 5 ft step. She will then fire her crossbow at the kobold in breastplate who pointed at Drakr.

Attack 1d20 + 5 ⇒ (17) + 5 = 22
Damage 1d8 + 1 ⇒ (3) + 1 = 4

Spellcraft 1d20 + 10 ⇒ (7) + 10 = 17
Perception 1d20 + 7 ⇒ (11) + 7 = 18

Grand Lodge

Spellcraft:1d20 + 8 ⇒ (18) + 8 = 26
Perception1d20 + 7 ⇒ (8) + 7 = 15

"Looks like we might have some company." Grobnar snickers under his breath as he notices the chaos behind the hidden doors. Grobnar grasps a flask from behind his cloak with his open hand and throws it at k10 splash damage should affect k1 and k9.

To hit touch AC:1d20 + 9 ⇒ (6) + 9 = 15
Dmage fire: 1d6 ⇒ 4

Alchemist Fire:
You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.


Male Human Druid 3

[ooc]The satyr has natural DR. The satyr link


Conner Nuadha wrote:
The satyr has natural DR. The satyr link

[ooc]I'm sure I looked there twice. Thanks for the link.

Satyrs are awesome!


Grobnar tosses a flask at one of the kobolds, and it bursts into flames, splashing two others with firey drops. K10 is very badly burnt, k9 and k1 take a little damage.

Wake up Heavy: 1d100 ⇒ 69
The kobold in heavy armour beside the shaman wakes up, not that you can tell because of the fog cloud.
The drummer on the left continues his loud drumming, hoping to wake all the kobolds.

[ooc]Initiative Order:
Grobnar 24
Heavy 18 SLEEPING
Drummer left 18
Drakr 17 <----------------------- Will save DC 16
Lorelei 15
Breastplate (Shaman) 15 SLEEPING
Vigil Soldiers 13
Kobolds 10
Jobo 9
Breastplate (Bridge) 8 SLEEPING
Crimson Robed Fanatics 7
Conner 3
Shaman 1 (Mirror Image)
Drummer right 1 SLEEPING

GM Tracking:

Damage:
k8 5
k10 5
k1 1
k9 1

Spells:
Shaman - Mirror Image and ***
Breastplate with Shaman - Hold Person at Drakr


Male Human Barbarian 3

"Lorelei, if you can, enlarge me so I can get to the casters faster."


Lorelei wrote:

Lorelei will take the free 5 ft step. She will then fire her crossbow at the kobold in breastplate who pointed at Drakr.

Attack 1d20+5
Damage 1d8+1

Spellcraft 1d20+10
Perception 1d20+7

Lorelei, let me know if you intend to go ahead with the above action, or Enlarge the Jobo...?


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

Will save1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 So what happens to Drakr?


Male Human Barbarian 3

I have a feeling Drakr is effectively out of this combat (paralyzed for 1 round per level) as we have no dispel magic--I may have to rage just to get the bonus to will save.


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

I think I get a save every round to end the hold person?


Drakr wrote:
Will save1d20+2+2 So what happens to Drakr?

Hold Person:

School enchantment (compulsion) [mind-affecting]; Level bard 2, cleric 2, sorcerer/wizard 3

Casting Time 1 standard action

Components V, S, F/DF (a small, straight piece of iron)

Range medium (100 ft. + 10 ft./level)

Target one humanoid creature

Duration 1 round/level (D); see text

Saving Throw Will negates; see text; Spell Resistance yes

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.


Male Human Barbarian 3

One save a round, that is not as bad as I thought.


Male Human Druid 3

We must make sure no enemy spends a full-round action next to him. If they do, they can coup-de-grace him because of the spell effect


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

Drakr wets himself! Don't give the GM ideas!


Male Human Druid 3

Mr. Bowler can stay there and guard you!


Conner Nuadha wrote:
We must make sure no enemy spends a full-round action next to him. If they do, they can coup-de-grace him because of the spell effect

That's a great idea.


Male Human Barbarian 3

Aren't dwarves so tough their immune to cdg's?


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Lorelei will alter her action and cause Jobo to increase in size.

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